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  • Giant Flea Horde, Small, Devious
    Blood Sucking Bite (d4 damage) 3 HP 3 armor
    Close
    Special Qualities: Immune to disease

    Giant flees have grown from parasites to predators, leaping at things to drain them of nourishing blood. Instinct: To drink blood

    • Leap a great distance
    • Spreads sickening diseases
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  • B'thothuso Solitary, Magical, Intelligent, Cautious, Planar
    Fell Magic (w[2d12] damage) 12 HP 5 armor
    Close, Near, Far

    B'thothuso hates the world of mortal races, and desires nothing more than to return to its home beyond the stars. It lurks in the surface level of an ancient ruin that extends deep underground, surrounded by its lesser kindred, and plots to return home. The portal to its unknowable realm is located in the depths of the ruin, but B'thothuso possesses only one of the two keys. The other is possessed by Rugnaruag, one of its own siblings, who wishes to claim the mortal world for itself. The two creatures are deadlocked, and B'thothuso would handsomely reward any being willing to slay its bothersome rival. Instinct: To go home.

    • Offer deals to worthy champions.
    • Twist space around a target.
    • Reveal unwholesome truths.
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  • Pharaoh Pharas Solitary, Magical, Divine, Hoarder, Terrifying
    Necrodust (d12+2 damage) 16 HP 4 armor
    Close, Ignores Armor, Near
    Special Qualities: Death gaze

    Instinct: Gain new servants

    • The Six Curses
    • Summon undead servants
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  • Hawk Hound Horde, Small, Stealthy, Organized
    Sharp beak and talons (b[2d6] damage) 3 HP 1 armor
    Close

    Hawk Hounds are small relatives of griffons, and resemble a cross between a redtailed hawk and a dog. Individual Hawk Hounds may resemble different breeds of dog, and may reproduce with regular dogs, the results of such unions always being Hawk Hounds. These creatures hunt in large packs, and their social natures make them easily trainable if they are captured young. Instinct: To protect the pack.

    • Track them from the sky.
    • Team up on a single target.
    • Call the pack with a shrill cry.
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  • Psyche Wolf Horde, Stealthy, Intelligent, Planar
    Ravaging claws and fangs. (b[2d6+2] damage 1 piercing) 3 HP 1 armor
    Close

    Powerful feelings of guilt, regret, or fear can be dangerous, especially when repressed for long periods of time. On rare occasions, such feelings can draw the attention of Psyche Wolves, who swiftly close in on whatever target attracted their attention. Instinct: To claim others for its own.

    • Feed on fear or regret.
    • Raise the slain as a new Psyche Wolf.
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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  • Amphiptere Group, Large, Stealthy, Devious, Hoarder
    Breath toxic gas. (d6 damage) 10 HP 0 armor
    Ignores Armor, Near
    Special Qualities: Flight.

    The amphiptere is a lesser relative of Dragons. It resembles a winged snake of great size, usually surrounded by a smokey nimbus of poisonous smog. While less formidable than their draconic cousins, they are still cause for alarm. The presence of even a single amphiptere can foul an area into toxict uselessness for years, and a family of the creatures can render wide swaths of land uninhabitable. Instinct: To Hunt

    • Swoop down on prey.
    • Bite a target to poison them.
    • Poison the surrounding area.
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  • Flame Lizard Group, Large, Magical, Hoarder
    Flame Breath (d10 damage) 10 HP 2 armor
    Reach, Near

    In ancient days, when the world was young and the element of Fire was dominant, the Flame Lizards ruled. Believed to be the remote ancestors of Dragons, these beasts were the dominant predators of their time. They are thought to have gone extinct eons ago, replaced by their draconic descendants, but some relic populations may survive in deep deserts or volcanic islands. Instinct: To feed.

    • Swallow a helpless meal.
    • Draw power from heat.
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  • The Dwarf Emperor Solitary, Huge, Magical, Divine, Intelligent, Hoarder
    Fists and feet of stone (d12+5 damage) 30 HP 4 armor
    Reach, Forceful, Ignores Armor, Near
    Special Qualities: Flesh of the Mountain: Normal weapons shatter against the Emperor's stone body. Only magical weapons or those of dwarven make may strike him and survive.

    The Dwarf Emperor was the first of his kind, and has seen the rise and fall of countless races and civilizations over the millennia. Through it all, he has kept watch over the dwarven people, and shepherded them through their darkest times. He rarely stirs to full wakefulness in these day, but when he does, all of dwarven-kind heeds his words. He appears as a stone statue of an ancient dwarf, carved into a great stone throne, but if he is moved to rise to his people's defense, the throne erupts from the ground, revealing itself to be the "head" of a tremendous body of rock and earth. Instinct: To preserve dwarven culture.

    • Pass solemn judgement.
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  • The Sea Worm Solitary, Large, Hoarder
    Blood-sucking tongues (d12+2 damage) 20 HP 2 armor
    Forceful, Ignores Armor, Far
    Special Qualities: Websense: The Sea Worm can hear movement anywhere in it's lair, and unfailingly determine the location of the sound.

    The Sea Worm dwells in a cave on a desolate sea cliff. It spins webs that harden into a thick, gray stone, and uses these to construct it's lair. Any creature smaller than the Sea Worm that finds itself lost in the maze-like cave will soon find itself being hunted. Whether or not similar creatures exist in the depths of the sea is unknown. Instinct: To expand it's lair.

    • Spine webs of bone-white stone.
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  • Grave Beetle Solitary, Huge, Stealthy
    Mandibles (d10+5 damage 1 piercing) 20 HP 3 armor
    Hand

    Grave beetles are named after their habit of killing prey by grabbing them and then quickly burrowing them in ag rave. The beetle usually waits around to make sure it worked, before lumbering off to let the corpse ripen. If prey proves trouble some, the beetle opens its carapace, letting its bio luminescent organs flare up and using the mirrored inside of the carapace to enhance the light, potentially blinding its prey. Instinct: To eat

    • Bury prey in a shallow grave
    • Release a flash of bright light
    Created by potrace 1.10, written by Peter Selinger 2001-2011 This monster has been edited. Its probably still cool, but its stats may not line up with standard monsters.
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